Combat Maneuver Reference

Block
Blocking is an abort action, which means that a character can forgo their next phase in order to block one or more attacks. Blocking takes a half phase to perform. A character is said to be blocking from the time of declaring it, until their next phase. Declare block before the attacker rolls.
Roll an attack roll against the attacker's OCV (not their DCV - you are attacking their weapon). If successful, the attack is blocked by the defender. Whatever weapon or shield used to block takes the attacker's damage. If the next phase for the attacker is also a phase for the defender, the defender may act first (a successful block gives the defender the initiative).
If the block fails, the attacker still needs to roll to hit the defender's DCV.
Only HTH attacks can be blocked.
A shield adds its DCV to a blocking attempt.
Blocking without a weapon or shield is a -1 to -3 OCV.
A character may block for someone else at -2 OCV. But does not get to act first if successful.
Blocking more than one attack incurs an additional -2 OCV for every attack after the first. If a block is failed, the character may no longer block additional attacks. If successful, the defender may act first in the next shared phase of any of the attackers.
Blocking does not halt the remaining attacks of Autofire or Sweep - each must be blocked with separate rolls.

Brace
A character stands still and braces as a zero phase action.
+2 OCV versus ranged modifiers, 1/2 DCV and the STR minimum for ranged weapons is reduced by 5.
A character may combine Brace with Set, but this takes a full phase.
If stunned, the character loses the brace bonuses.

Disarm
-2 OCV half phase attack.
If successful, a STR vs STR roll is made (1d6 for every 5pts of STR, count the BODY of the attack)
If the STR contest succeeds, the weapon flies 1/2d6 hexes away.
Disarming a two handed weapon is harder, and incurs an additional -2 OCV and -5 STR.
A character can Hold their action to disarm an incoming attack. They must make a DEX roll as well as the attacker, to see if they managed to disarm the weapon before it hits.

Dodge
Dodging is an abort action, which means that a character can forgo their next phase in order to dodge one or more attacks. Dodging takes a half phase to perform and counts as an Attack action. A character is said to be dodging from the time of declaring it, until their next phase. +3 DCV against all attacks.
Successful dodging (ie the Attacker misses) halts the remaining attacks of Autofire or Sweep.

Grab
-1 OCV, -2 DCV, half phase Attack action
An attack roll is used as normal. If successful the attacker and defender occupy the same hex. The defender may immediately use their Casual Strength to try to break free (as casual strength use is a zero phase action). The size of the target of a grab may make it impossible to grab. The attacker may Squeeze or Throw the defender.
Squeeze - do STR damage and keep hold.
Throw - do STR damage and then perform a Standing Throw.
If the attacker wishes to Squeeze or Throw the defender in a phase after the initial grab, another attack roll is needed. To escape from a Grab a STR vs STR roll is made (1d6 for every 5pts of STR, count the BODY of the attack) If the STR contest succeeds, the defender is free.
A grabbed character has two limbs pinned, a Sweep maneuver can be used to pin more than two limbs. A grab using just one arm is at -5 STR for escape attempts.
Both the attacker and defender are at 1/2 DCV after a succesful Grab.
If the grabbed character has an unpinned limb or other means of attack, they may attack the grabber at -3 OCV, The grabber is at full OCV versus the grabbed character, and 1/2 OCV versus everyone else. Grabbing a weapon is an additional -2 OCV.